Jump to content

BudgetHedgehog

Members
  • Posts

    4,216
  • Joined

  • Last visited

Everything posted by BudgetHedgehog

  1. Ok so yeah, it's visible from IVA too This. Is. AWESOME! Don't change that! Have I mentioned how much I love this mod? Because I really do..
  2. In the past, it's been linked to the new ARM decoupler - is that the decoupler being used in the troublesome craft?
  3. See, I originally did something like that (adding just the MapTraq) but quickly found it to be pretty useless - if I wanted to have some kind of scanning equipment onboard, I'd have to add the part anyway, so I'd then have two parts that can open the map (with one of them just cluttering up the command pod right click GUI) so I was stuck - have something clutter up the GUI but be useful at least some of the time (and all the time with regards to background scanning) or have to dedicate a part to this that is frankly pretty unwieldy for what is basically a glorified GPS receiver. I chose the former because it's more useful and not very OP considering the sparsity of anomalies and its limited range. And also, I haven't experienced that particular bug, Starfish. Possibly a Toolbar conflict? I don't know, to be honest.
  4. I think it's just best to append YMMV to the end of all the mods ever..
  5. Two things: 1, There was talk about the launchpad camera being controllable/following the active vessel/whatever.. any updates or news on that? 2, I'd like to request a part, if I may - a forward facing aerodynamic camera. Something I can stick on the bottom of my space planes that's the right way up - the two-way booster cam ends up upside down and the Aero-180 is aerodynamic in the wrong direction (pointing towards the tail instead of the nose). Some housing similar to the Wolf Aerospace separtrons would do fine. EDIT: If a new part isn't doable, then I'm perfectly happy changing the configs to make what I want. I'm guessing I'd have to change "cameraUp = 1, 0, 0" to something else, but which one? Anything else need changing?
  6. Unfortunately, overshooting the main runway would have had me heading into the mountains. I thought about landing at the island runway but just as I was thinking that, I remembered I had no airbrakes so it would've been a pretty hairy landing.. Thankfully, it made it back safe and sound without incident, landing at a manageable 120m/s, took the second exit on the left and was quietly retired while the crew had some R&R time.
  7. If you put a craft on the launchpad or runway or whatever, when flying your plane for re-entry, set that as your target. It'll appear on your navball and you can adjust course as needed. Considering how efficient turbojets are, you could be hundreds of kilometres off course and still make it back safe and sound - I recently tried making a new SSTO but when I ignited the rocket to boost into orbit, I spun out. Decided not to go to space today and after an exciting flat spin from 20km, I turned around and headed back - this was about 200km from KSC. Yes, I did use MJ to target the VAB but I could just have easily done the same thing had I had a probe sat on the end of the runway to target instead. I think the major thing to take away from this is "I usually have a transponder probe at the site but didn't put one in this save because I forgot to." - if that's the case, FAR isn't exactly to blame now, is it...
  8. What he said. I was thinking of something more productive to say, but that's pretty much it - if your heading changes, just turn the other way and change it back. Twice the number of turns, none of the heading change.
  9. @PART[*]:HAS[@MODULE[ModuleCommand]]:Final { MODULE { name = SCANsat sensorType = 32 fov = 1 min_alt = 0 max_alt = 2000 best_alt = 0 power = 0.01 scanName = BTDT scan } } Will give all pods the BTDT sensor (thanks to I think GavinZac for this MM cfg)
  10. Only problem with it so far is that sometimes the clouds sometimes don't appear: They appear in the KSC scene and Tracking Station. They don't appear in the main menu or in-game (flight and map). Update: I switched vessels and now they appear. Odd.
  11. I like both, but the shorter one more. Also, I read this entire thread last night and I'm blown away by the awesomeness of it all. When the new release of B9 comes out, I'm going to be all over it.. excellent work by all involved
  12. The solar flare is only editable by changing the sharedassests10 file in the KSP_Data folder. There's a program linked (by way of several posts) in the OP that can do this for you, but be sure to back up the sharedassets10 file before you do anything. The city lights file/cfg only (presumably) affects the city lights on Kerbin. I don't know if TSG has made clever use of them on other planets, but no, it doesn't touch the solar flare at all.
  13. I'm fine with massless parts as a general rule. I don't want to have to add two thermometers to simply balance my lander or whatever because I like to crowd the tiny sensors around my crew hatch because it's super easy to EVA and grab the data then - adding a duplicate of everything on the other side just to make the craft not tip over while thrusting increases part count which is a bad thing. So yes, I'm entirely in favour of massless parts. However, what I do have a problem with is how they're simply and totally ignored in flight. I would much prefer it if their mass were added to the ship as a whole (if any mod authors are reading this, there's an idea for a plugin right there) - that way, the craft would still be balanced no matter how many small radial batteries I put on one side but I would still have to have enough fuel and thrust to carry them around. It's the best of both worlds, I think - people don't have to worry about bringing duplicates of most small things but they still need to have to account for carrying one. Also, SQUAD, please dear god make the new large decoupler non-physicsless in 0.24. Most, if not all, players who use it have encountered the bug with it so are changing it anyway.
  14. Apologies, my phone is awful at doing more than one thing at a timh. http://forum.kerbalspaceprogram.com/threads/82588-A-Potential-Scraping-of-Spaceport
  15. A blacklisted site here. It scraped Spaceport and continues to violate copyright law by making available mods with restrictive licenses, such as this one. There's more info in the stickied thread. And no, the license prohibits redistribution.
  16. So basically, a much more invasive version of Science Alert, gotcha. I don't mind Science Alert, it's very helpful, but if done incorrectly, it could be incredibly invasive - I can't imagine anything more horrible than Werner Von Kerman sliding in from the bottom right to say "you should do science now! Crew Reports, EVA reports, Materials Science Bay observation, Mystery Goo observation and Gravioli reading are available and new!", especially if there's audio to match. That is not a good idea.
  17. That's because the front and back control surfaces are on opposite sides of the CoM. You're pressing S in that pic, right? Well, that pitches the thing up - if you have control surfaces in front of the CoM, to pitch up, they need to deflect air down and if they're behind the CoM, they need to deflect air up. That's exactly what's happening in your picture and isn't a problem, it's just physics. If they were to deflect air in the same direction, you'd end up translating up or down. I don't even know if that's possible to do in KSP, thanks to the behaviour of control surfaces (that I mentioned above) being hardcoded into the game.
  18. Here, I made this: @PART[KzResizableFairingBase]:Final { MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } } @PART[KzResizableFairingBaseRing]:Final { MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } }
  19. IIRC, the SPH symmetry isn't mirroring a part, it's cloning it and rotating it. It's why you can't have different colours on the top or bottom. This is what it'd look like if wings were black on the bottom. Now, the reason control surfaces initially attach in that odd way is to get around that issue - to quote Porkjet (who made the mod in the pic) Basically, if they were to attach correctly initially, they'd have the wrong orientation. Also, I don't know why you're having trouble with the control surfaces - no matter which way you put them on, they should always deflect the air in the correct direction. Could you possibly post a picture or video of the problem? I'm having trouble understanding it.
  20. A great idea for the tutorials, I think. I would hate it if it were in the normal gameplay though, would quickly become annoying. But yeah, as the tutorials are being redone (or they were), we'll see if something like this is in them.
  21. Here ya go: https://dl.dropboxusercontent.com/u/46517359/uploads-2014-02-Science-Revisited-1.3.1.zip
  22. Gahd damnit.. because of course that d/l link would be broken, just my luck.. that's a beautiful skybox and with the power of 64bit, I might have even got a decent framerate with it installed. I can dream..
×
×
  • Create New...